   have to unzip and zip the tree for each added move. If 
   remove-existing-moves? is true, any previously existing moves at the point
   of insertion are removed."
-  [game san-moves & {:keys [node-id remove-existing-moves?]}]
+  [game san-moves & {:keys [node-id remove-existing-moves?]
+                     :or {node-id (current-node-id game)}}]
   (add-move-sequence game board/move-from-san san-moves
-                     (or node-id (-> game :current-node :node-id))
+                     node-id
                      remove-existing-moves?))
 
 

  game at a given node id. The move is added as the last child. If no node id
  is supplied, the current node of the game is used. If remove-existing-moves?
  is true, any previously existing moves at the point of insertion are removed."
  [game map-move & {:keys [node-id remove-existing-moves?]}]
  (add-move game board/move-from-map map-move
            (or node-id (-> game :current-node :node-id))
            remove-existing-moves?))



  added as the last child. If no node id is supplied, the current node of the
  game is used. If remove-existing-moves? is true, any previously existing 
  moves at the point of insertion are removed."
  [game uci-move & {:keys [node-id remove-existing-moves?]
                    :or {node-id (current-node-id game)}}]
  (add-move game board/move-from-uci uci-move
            node-id
            remove-existing-moves?))


